Redout 2 1.3.2 - Patch Notes
Hi everyone, it has been a long time! And we are pretty sure a Redout 2 update in late 2026 wasn’t in your bingo card, as it has not been on ours for a long time as well! But today Redout turns 10 years old and we wanted to do something special, weird… and full of love for our game.
REDOUT BOARD GAME ANNOUNCED!
In addition to the surprise update to Redout 2, we wanted to announce our partnership with Antidote Games to create a tabletop experience for the Redout universe. We've taken over your screens, but now we're targeting your tables! The team at Antidote Games brings deep experience in physical game design, and together we are translating the high-speed energy of Redout into a physical format.
Stay tuned and join our Discord for more info!
REDOUT 2 – LAST UPDATE!
We mean latest, not last ;)
But we had a lot of fixes and improvements we wanted to make for this game and we finally had the chance to put our hands on it. Hope you enjoy the renewed stability of version 1.3.2 with a total of 174 changes, some details here:
GENERAL
It is now possible to skip most cinematics (intro movies, env reveals, team reveals…).
Added a toggle to the Options allowing to suspend the game processes when it is not focused (Off by default), which improves the performance.
Hired an elite pest control team and erased all landing bugs from existence.
Various performance improvements, you will notice the difference specifically on AMD and Snapdragon X Elite chipsets.
Pitch was frame dependent. Now it’s a grown adult that can live on its own.
Along with pitch frame dependency, the side-effect of gaining extra speed on traversing loops has been patched as well.
Added a mechanic of gaining extra speed on traversing loops.
Fixed game introduction cinematic clip.
Fixed Custom assists not being immediately applied if changed during the race, not that many will notice, but still…
AI opponents now drive more consistently and explode less on tricky jumps on higher difficulties.
Fixed a softlock on changing application focus at a certain moment during the first game start. Keep your focus on Redout.
Fixed a common crash on event completion if Photo Mode and high graphics preset was used during it. Photo Mode only deserved Ultra and you know it.
Fixed loss of button focus on re-focusing the game in Photo Mode.
Fixed ships attempting to make a chin photo closeup impression after finishing the race if first person view is used.
Fixed various camera post-process effects being still active after a race restart.
Fixed tutorial slow motion being applied to the camera view transition.
Fixed tutorial messages staying on screen forever in some cases.
Fixed game automatically pausing on the race countdown if a controller was connected during the loading.
Disabled controller vibration if keyboard is used as an input device.
Disabled controller input if the game is not focused.
Smoothened camera transition on entering and exiting the Rewind state.
Various fixes and improvements of camera movement for the ship inspection mode in the garage.
Fixed no longer provided input being active after resuming the race.
Fixed ship drift lightning visual effect rendering higher and higher after each quick restart.
Fixed animated object collisions being desynchronised with visual appearance after usage of a Rewind.
Slightly increased default gamepad deadzone.
Improved the driving skills of an autopilot taking control over the player’s ship after a completed race.
GAMEPLAY
Crossing the finish line while in overheat explosion state (but before exploding for good) now correctly triggers it. Basically fireworks.
Fixed an exploit letting the player manually respawn on any track piece with a clever usage and combination of using Rewind and exploding. “Clever”.
Fixed ship exploding on Rewind confirmation if Rewind has been activated while taking damage from Missed Landing.
Fixed ship instantly exploding on Rewind confirmation at any point during the overheat death sequence
Fixed an exploit involving Rewinds, allowing the player to stay in a destroyed state forever. Not sure why anyone would want to do that but okay.
Raised health warning sound start from 20% to 25% to allow low-hull-high-thrust ship pilots to have a chance to react while boost stacking.
Installed new magnets (we’re still not sure how they work) in all ships, which resulted in going through the loops without scrapping the ground and negative-g loops without detaching at extreme speeds, as long as the correct input is provided of course.
Fixed Boost Safety assist forgetting that it would be nice if it could cancel Hyperboost activation while at max heat and at health safety limit.
Fixed a rare instance of ships surviving an upside-down landing. Not sure if physically accurate.
Fixed various ways of accessing Rewind and Pause Menu shortly after crossing the finish line.
MULTIPLAYER
Added Boss mode to Online Private lobbies.
Raised the DNF timer from 30 to 60 seconds.
Fixed the possibility of being put on a wrong track after hot-joining the running race under specific scenarios.
Status of the players on the Player List now always correctly says “Racing” instead of “Ready” while the race is underway.
Improved the accuracy of opponent’s state representation in online races. No more mind-blowing sound effects from everyone around on repeat!
Fixed an issue with ship being able to be launched into space on collision with many ships at once.
Improved player distance tracking quality.
Matchmaking can’t be cancelled by accident on a loading screen anymore.
Fixed a rare occurrence of missing UI after loading into a multiplayer race.
Fixed an ultra-rare issue of the lobby host starting the race on Cloud Ocean with maximum heat and zero health (Now it’s maximum health and zero heat for the record).
The game now informs you whenever a group leader disbands their group in any way instead of moving every party member to the main menu without any explanation.
Fixed ship visibly spawning on the pole position for a brief moment after readying up.
Consulted Origin Black Hole specialists and fixed a time dilation which caused lobby clients to have a slower-working race timer than it should.
Fixed an issue of not being able to re-join the same multiplayer lobby after force-quitting the game from the race results screen beforehand.
TRACKS
Found a lost finish line flagman on a certain rock of Aura Reverse. Not sure how he has survived this long, but he’s been moved to the correct place. We call him Ulysses now.
As a result of the issue above, part of Time Attack leaderboards on Aura Reverse has been wiped.
Fixed jump windup sound effect being played on respawn from a failed jump at 41% of lap progression of Voyager Reverse
Fixed offroad effects affecting the ship on restarts from specific parts of Mars tracks.
CAREER
Fixed “Trials of the Forest” (late A league) having impossible platinum time, git gud wasn’t enough.
Fixed wrong German translation of “Finish at X speed or faster” trophy.
Fixed an exploit allowing to get “Fly for X distance in a single jump” trophy on any jump.
UI
Fixed wrong distance shown between player and the opponents on starting grid of some Boss tracks
Fixed main menu being visible in the background of league selection after finishing a career event
Fixed frozen ship stat comparison on travelling between Arcade and Career garages
Fixed Speed event trophy wrongly shown as unlocked without getting any medals
Fixed B League unlock popup appearing each time after finishing Class B Promotion Contest
Fixed Flight UI not disappearing at the end of first time user experience if it was completed mid-air
Fixed Flight UI displaying wrong inputs right after rebinding them
Fixed Wrong Way notification being visible shortly after respawning in some cases
Fixed Top 50 leaderboards tab showing more than 50 entries
Fixed “Top 5%” ranking being displayed instead of “Top 50%” in the leaderboards. Sorry, you still have a long way to go!
Fixed various visual bugs related to the state of Hyperboost.
Fixed “Create party” hint showing up when already in a party.
Fixed icons of clients not being loaded if they have joined the party later than the affected person. Icons of non-friended players still don’t load sometimes though. Beware of strangers.
Fixed “Share” button on controllers having a wrong icon.
Added more friends to the credits.
AUDIO
Fixed game music becoming muffled and stuck on certain sections each time after restarting a Time Attack event from the results screen.
Fixed game music being stuck on “bridge” section in Arena and Last Man Standing modes played against one opponent.
Removed speakers transmitting race sounds from the ship unlock garage.
Fixed offroad travel sound effects not being played after landing or respawning.
Just writing this here to remind ourselves the audio in this game was amazing and we are very proud of it.
KNOWN ISSUES
We are aware of the fact that changes to the pitch behavior can render some world records in Time Attacks impossible to beat, but be assured that we are going to monitor the situation and react accordingly with slight buffs if needed. As stated before, this update is “latest”, not last :)
Offroad SFX often can get stuck playing when it shouldn’t on Reverse Boss tracks
Party members can very rarely encounter a game crash if the party leader has left the multiplayer race before it have started.